=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=-~=
L I T T L E B I G P L A N E T
"Play, Create, Share"
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Level Creation FAQ
+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+
| Little Big Planet In-Depth Guide |
+-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~+
| Author: Boldrin (dimgradation@gmail.com) |
| Version: 0.60 |
| Last Revision: 2/12/08 |
| Platform: Playstation 3 (PS3) |
o--------------------------------------------o
Playstation Network ID: DimGradation
O=============================================================================O
| Table of Contents |
O=============================================================================O
- Introduction ........................................................ [I]
- Basic Creation ...................................................... [II]
- Tutorials ........................................................... [III]
- In-Depth Mechanics................................................... [IV]
- Revision History .................................................... [V]
- Thanks/Acknowledgements ............................................. [VI]
- Contact Information ................................................. [VII]
- Copyright ........................................................... [VIII]
------\========================================================================
[I] \ Introduction
--------\======================================================================
Welcome to the Level Creation FAQ. This FAQ is to serve as a Guideline on many
aspects concerning Little Big Planet's Level Creator. However, please note that
this is a guide detailing the uses of the tools -- not an instruction guide on
how to make your level good. I cannot instill upon you inspiration and artistic
ability!
This marks my first completed FAQ outside of the Monster Hunter universe. Phew,
feels good to break into something new.
If you see something missing or incorrect, do not hesitate to let me know. All
feedback and provided content will be appreciated. Please check the Contact
Information section to do so.
*FAQ Note: This is a partial FAQ at this time. More sections will be flushed
out and structured at the soonest possible time.
------\========================================================================
[II] \ Basic Creation
--------\======================================================================
O~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~O
| Search System |
O~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~O
| Physical Objects..............................(B.01) |
| Depth Layers..................................(B.02) |
| Attaching Objects.............................(B.03) |
| Connectors....................................(B.04) |
| Stickers and Decorations......................(B.05) |
o-----------------------------------------------------------o
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~:--------:
Physical Objects | (B.01) |
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The most important part of any map is how it is physically assembled. This will
determine the flow and direction your players must follow while playing your
map, so of course this aspect is a big one.
How to | From your popit, select the "Objects" option, that
Access | resembles a tied bag.
--------+----------------------------------------------------
How to | To make your own physical objects, you will select
Create | the material you want to build with, and then the
| shape you want to draw in. Move where the object
| will be placed by using the Left Analog Stick.
| Alter the size by pressing up and down on the Right
| Analog Stick, and the rotation by pressing left and
| right on the Right Analog Stick. Lastly, you can
| affect Depth (how many layers the object will take
| up) with the R1 / R2 buttons, and which layer(s) the
| the object resides in with the L1 / L2 buttons. If
| the object also has any tweakable properties, you
| can press Square prior to placing it to modify them,
| (and all subsequent placings of that object) or hold
| X while placing it to specifically modify that
| object's options.
--------+----------------------------------------------------
How to | To use pre-made objects, press right to go to the
Use | other sub-sections of this popit. There is a page
| for Media Molecule made objects, a page for your
| own captured objects, and a page for objects gifted
| to you by playing other people's maps. Modify and
| place these just as if you were creating anew.
Let's continue on how to modify objects already placed:
How to | Open your popit, and select the Lasso from the
Modify | first set of options. Now select the object to
| modify. From here, you can...
| 1. Resize:
| Up/Down on the Right Analog Stick
| 2. Rotate:
| Left/Right on the Right Analog Stick
| 3. Relocate:
| Up/Down/Left/Right on the Left Analog Stick
| 4. Detach:
| Detach the object from any others by press-
| ing Triangle
| 5. Delete:
| If the object is detached from everything
| else, pressing Triangle once will delete it
| 6. Delete All:
| If the object is part of another object, you
| can delete the entire object by Holding
| Triangle.
| 7. Depth:
| To modify how many layers a physical object
| takes up, press the R1 and R2 buttons (only
| works on a physical object that is not
| connected to anything else).
| 8. Layer:
| To modify which layer(s) the physical object
| resides in, press L1 and L2 to move it.
| 9. Flip:
| Press in your Right Analog Stick (R3), then
|10. Copy:
| Press in your Left Analog Stick (L3), then
| place the copy where you want it as normal.
|11. Tweak:
| If the object has any tweakable options,
| pressing Square will open the Tweak Menu.
| This applies mostly to Lights, Switches,
| and Connectors.
Another way to modify an object, is to cut-out, embed, or merge into the
object.
How to | To cut-out from another material, select the
Cut-Out | cutting object as if you were going to create it.
/ Embed | Hover the object over the one being modified.
/ Merge | To delete part of the modified object into the
| shape of the selected object, press Triangle.
| To create and embed the object, press X. If the
| object being embedded is of the same material
| and layer-depth, instead of embedding, it will
| become part of the object and will merge.
The final subject on modifying physical objects, is the corner editor tool.
How to | From your popit, select the "Tools" option, that
Access | resembles a set of gears. Then select the tool that
| appears to look like an arrow.
--------+----------------------------------------------------
How to | It is adviseable that the object being modified
Use | not be attached to any other objects. Select the
| object you want to corner edit by pressing X. Now
| that the object is selected, move your cursor along
| the edges to find "corners". Pre-existing corners
| will be snapped to. Press X to modify an existing
| corner, then use the Left Analog Stick to move it
| to where you want, and then X again to place it.
| To delete a pre-existing corner, press Triangle.
| To create a new, highlight an area that does not
| already have a corner, and press X, and modify
| the new corner as you would any other.
In most instances of using this tool, you should be using it to sharpen the
quality and look of the corners in an object -- you mostly do not want to build
your object using this tool.
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Depth Layers | (B.02) |
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Before we continue, a small discussion about Layers and Depth is in order.
There are 7 layers total in LittleBigPlanet -- 4 Thin Layers, and 3 Thick
Layers. The Layers are composed as such:
1. Thin (front-most layer)
2. Thick
3. Thin
4. Thick (center layer)
5. Thin
6. Thick
7. Thin (back-most layer)
If a single object is expanded to span multiple thick layers, it will also fill
the thin-layers inbetween. As such, a singular object can be any of the follow-
ing:
1. 1 Thin Layer Thick
2. 1 Thick Layer Thick
3. 2 Thick Layers Thick + 1 Thin Layer Thick.
4. 3 Thick Layers Thick + 2 Thin Layer Thick.
However, if 2 different 1-Thick layer objects are attached to each other,
a thin layer is allowed to slide between them.
In terms of modifying physical objects, if you are to change the depth of
layers for an object, please note that this can only be preformed on one
piece at a time -- if anything is attached it will not work, and require you
to detach them before modifying.
One last caviat to keep in mind. There a few notable objects, that occupy a
Thick Layer, but allow for sack people to pass by them. Examples would be
Checkpoints, and Community Posts. This means that while a Sackperson would be
capable of passing by, that you cannot have any other thick layer object occupy
that same space as well.
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Attaching Objects | (B.03) |
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In LittleBigPlanet, there are 3 major ways of attaching objects to one another.
The first, is Gluing. Gluing is the first option for piecing objects together,
but can lead to some hazardous downfalls of a level. Gluing should, as much as
possible, be isolated to small, contained objects. The perfect example would be
Enemies.
How to | Select either one of the objects that need to be
Use | glued, and then press and hold X to glue. If you
| want to avoid gluing the objects to any other
| ones that may be surrounding them, hold and press
| them against each other until just that piece is
| flashing the color of your popit, then glue.
The second way of attaching objects, is embedding them in one another. This is
a slightly more advanced way of assembling your level, but can lend to prevent-
ing the level from falling apart in case you unattach an object.
How to | Create a new object, inside the object that you
Use | want to embed in. Press X to place it, and it will
| hollow out the affected area of the original
| object, and the other will now be contained inside
| of it. When embedding, please realize that the
| object being embedded must not physically exist
| yet -- it must be placed for the first time inside
| of the other object.
The final way to attach objects, is via connectors. They will be discussed
in the next section.
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Connectors | (B.03) |
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So, you need some nifty ways to assemble a stage, move something, or just
create some platforming elements? Well, most times these are going to be your
tools of implementation. Connectors give your level the ability to be dynamic.
How to | From your Tools menu in your popit (the picture
Access | of the two gears), arrow right once and select
| your respective connector.
Now, a connectors goal is to attach 2 objects to one another, but there are two
true ways a connector will do this. The first, is by Bolting.
How to | Place the Bolt (of any type) onto the object
Bolt | that will be on the front. If the object is already
| in front of the object to be bolted, they will by
| default, connect. If they are not, move the object
| the Bolt is now housed on, over the object it needs
| to Bolt onto, and then release the object. If done
| correctly, you will hear a machined rotor whir. The
| two objects are now connected.
The second connector type is the 2-point connection.
How to | Place the first point of the connection onto either
Connect | object, by pressing it against one of its sides. Once
| the object is flush against the side you want it, you
| can slide it along the wall to the desired position,
| then press X to place it. After you place the first,
| you will then do the same for the other object to be
| connected.
Lastly, once they are connected, you can tweak the connectors for many diff-
erent intended functions. To modify the Tweak Menu Options, select the object
and press the Square button. To understand what each option of a connector
does, please visit the "In-Depth" section of the guide.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~:--------:
Stickers and Decorations | (B.04) |
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Stickers are one of the easiest methods for developing feel and environment,
they can be used in a plethora of ways, ranging from giving hints, to making
custom stickers, or even changing the color of objects and backgrounds.
How to | From your popit, select the "Stickers" option,
Access | that resembles a piece of paper peeling.
--------+----------------------------------------------------
How to | If you need to change the size, press up or down
Use | on the right analog stick. If you need to rotate
| the sticker, hold left/right. To place it, simply
| press the "X" Button once you have it how you want.
--------+----------------------------------------------------
How to | In the top of the "Stickers" options, there is a
Modify | lasso tool. Select the Lasso tool and highlight
| the offending
You unlock most of your stickers from single player mode (refer to Absolute
Steve's Walkthrough for specific locations), as well as a good chunk can be
found from doing the in-game Creation Tutorials. You can also create your own
stickers, with either the Playstation Eye, or by using the in-game Screen
Capture tool.
------\========================================================================
[III] \ Tutorials
--------\======================================================================
There are currently no tutorials.
------\========================================================================
[IV] \ In-Depth Mechanics
--------\======================================================================
O~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~O
| Search System |
O~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~O
| Material Type: Cardboard......................(DM.01) |
| Material Type: Polyesterone...................(DM.02) |
| Material Type: Wood...........................(DM.03) |
| Material Type: Rubber.........................(DM.04) |
| Material Type: Glass..........................(DM.05) |
| Material Type: Sponge.........................(DM.06) |
| Material Type: Stone..........................(DM.07) |
| Material Type: Metal..........................(DM.08) |
| Material Type: Pink Floatie...................(DM.09) |
| Material Type: Peach Floatie..................(DM.10) |
| Material Type: Dark Matter....................(DM.11) |
| Material Type: Dissolve.......................(DM.12) |
| Material Type: *Gas...........................(DM.S1) |
| Material Type: *Plasma........................(DM.S2) |
| |
| Connectors: Bolt..............................(DC.01) |
| Connectors: Sprung Bolt.......................(DC.02) |
| Connectors: Motor Bolt........................(DC.03) |
| Connectors: Wobble Bolt.......................(DC.04) |
| Connectors: String............................(DC.05) |
| Connectors: Elastic...........................(DC.06) |
| Connectors: Spring............................(DC.07) |
| Connectors: Rod...............................(DC.08) |
| Connectors: Winch.............................(DC.09) |
| Connectors: Piston............................(DC.10) |
o-----------------------------------------------------------o
-------------------------------------------------------------------------------
MATERIAL TYPES
-------------------------------------------------------------------------------
*Section Note:
While materials are broken into the sub-categories listed here, some objects
will obviously hold its own unique properties. Especially when it comes to
the field "Corner-Precision", which is a base assumption made off of the
"Basic Type" of whatever material being looked at.
Example: Compare Basic Wood versus some of the other woods inside of its
category on Corner Precision.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: Cardboard | (DM.01) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Lightweight
B) Able to Grab - No
C) Corner Precision - Good
D) Crush Tolerance - Low Tolerance
E) Able to Blow Up - Yes
F) Destructable By Brain - Yes
G) Description
The lightweight, easily destructable material. Because of this
nature, it does not make for good construction uses, but it is a
great "canvas" to draw on for backgrounds, especially considering it
takes up very little of the thermometer.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: Polyesterone | (DM.02) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Lightweight
B) Able to Grab - Yes
C) Corner Precision - Good
D) Crush Tolerance - Low Tolerance
E) Able to Blow Up - Yes
F) Destructable By Brain - Yes
G) Description
It is cardboard, but grabbable. Use this in much the same way as
you would normal cardboard.
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Material Type: Wood | (DM.03) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Medium
B) Able to Grab - No
C) Corner Precision - Good
D) Crush Tolerance - Medium Tolerance
E) Able to Blow Up - No
F) Destructable By Brain - Yes
G) Description
Need a pretty sturdy, good precision material that doesn't weight too
much? Wood is usually the ticket. It holds up pretty well when even
supporting metal or stone, and it can't be destroyed with explosions.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: Rubber | (DM.04) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Medium
B) Able to Grab - No
C) Corner Precision - Bad
D) Crush Tolerance - Medium Tolerance
E) Able to Blow Up - No
F) Destructable By Brain - Yes
G) Description
Rubber is pretty exclusively used for wheels, or for its black color
and light sheen. It is pretty durable and has some very slight bouncy
qualities.
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Material Type: Glass | (DM.05) |
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A) Weight - Medium
B) Able to Grab - No
C) Corner Precision - Good
D) Crush Tolerance - Medium Tolerance
E) Able to Blow Up - No
F) Destructable By Brain - Yes
G) Description
There's two real purposes to glass. The esthetic appeal of see-through
material, and it's low friction makes good for "ice". Just don't build
an entire level out of the stuff.
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Material Type: Sponge | (DM.06) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Medium
B) Able to Grab - Yes
C) Corner Precision - Bad
D) Crush Tolerance - Low Tolerance
E) Able to Blow Up - Yes
F) Destructable By Brain - Yes
G) Description
The main material used in platforming levels involving swinging. This
is easily hangable, great to attach to objects that need to be dragged
(i.e. a small block of wood), and usually they have great designs for
this material. If you want a higher corner precision, use either
Dissolve or Polyesterone.
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Material Type: Stone | (DM.07) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Heavy
B) Able to Grab - No
C) Corner Precision - Good
D) Crush Tolerance - High Tolerance
E) Able to Blow Up - No
F) Destructable By Brain - Yes
G) Description
Right next to Metal, this is the sturdiest material in the game that
can still be moved (see Dark Matter). As such, this material is also
incredibly heavy and is a great way to crush some of the less tolerant
materials in your level.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: Metal | (DM.08) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Heavy
B) Able to Grab - No
C) Corner Precision - Good
D) Crush Tolerance - High Tolerance
E) Able to Blow Up - No
F) Destructable By Brain - Yes
G) Description
Right next to Stone, this is the sturdiest material in the game that
can still be moved (see Dark Matter). As such, this material is also
incredibly heavy and is a great way to crush some of the less tolerant
materials in your level.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: Pink Floatie | (DM.09) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Zero
B) Able to Grab - Yes
C) Corner Precision - Bad
D) Crush Tolerance - Low Tolerance
E) Able to Blow Up - Yes
F) Destructable By Brain - Yes
G) Description
Pink Floatie is a weightless material, that can help lessen weight
of solid objects when used in conjunction, or can by itself, move
freely through the air with little to no friction. Whatever direction
it is sent when not attached to anything, it will continue along that
path for quite some time.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: Peach Floatie | (DM.10) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Negative
B) Able to Grab - Yes
C) Corner Precision - Bad
D) Crush Tolerance - Low Tolerance
E) Able to Blow Up - Yes
F) Destructable By Brain - Yes
G) Description
Peach floatie has an assigned Negative weight. That means, that when
it is not weighed down by anything else, it will simply accelerate
upwards. This can be used to counter balance other objects as well. If
you have the patience, you can exactly counter-balance a solid object
(example, connect peach floatie to wood), to act just like pink
floatie. This is nice if you don't want to use Dark Matter.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: Dark Matter | (DM.11) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Immovable
B) Able to Grab - No
C) Corner Precision - Bad
D) Crush Tolerance - Immune
E) Able to Blow Up - No
F) Destructable By Brain - No
G) Description
Dark Matter, is a material that once placed, can only be moved or
deleted by the creator. In play mode, it will never be moved (even if
left mid-air), or destroyed. It is quite literally there, forever. Many
map creators consider this a structured level's bread and butter, as
long as you're good at hiding the stuff (since most people find it to
be ugly).
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: Dissolve | (DM.12) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - Light
B) Able to Grab - Yes
C) Corner Precision - Good
D) Crush Tolerance - Low Tolerance
E) Able to Blow Up - Yes
F) Destructable By Brain - Yes
G) Description
Dissolve is the only Material that is connectable by wire. This allows
the creator to trigger it with switches, so that it will destroy it-
self once triggered. The only method supported by wire for dissolve is
On/Off, and One-Shot.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: *Gas | (DM.S1) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - None
B) Able to Grab - No
C) Corner Precision - None
D) Crush Tolerance - Cannot Crush
E) Able to Blow Up - No
F) Destructable By Brain - Yes
G) Description
Our first special "material". It has the unique property of being able
to exist inside of other objects, as well as no weight. Wherever you
put gas, it will stay, unless it is attached to another object. It is
also only destructable, via a connected brain.
H) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Color | Select from 6 pre-set colors. Please note that you can |
| | only tweak gas prior to applying it. Press Square AFTER |
| | you select 'Horrible Gas Tool', but BEFORE you convert an |
| | object into Gas. |
o-----------------o-----------------------------------------------------------o
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Material Type: *Plasma | (DM.S2) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Weight - None
B) Able to Grab - No
C) Corner Precision - None
D) Crush Tolerance - None
E) Able to Blow Up - No
F) Destructable By Brain - Yes
G) Description
The second special "material". While this is more appropriately a spe-
cial item, it does have unique material properties. Firstly, it is
weightless, and disappears when it comes in contact with any object
that it is not glued to. For it to disappear however, it must be the
touching surface, so if it is a part of another object, that object is
free to touch other objects without triggering this event.
It also can sometimes destroy objects that it is touching, on its same
plane, but the behavior is particular to the type of object it is att-
ached, and too in-depth to explain any further here. Experiment for
yourself.
You can also de-lethalize plasma for just the material, which retains
the same properties of zero weight and disappearing on contact with
objects and sackboys, but no longer be a threat to players.
H) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Color | Select from 16 pre-set colors. |
o-----------------o-----------------------------------------------------------o
I) Other Notes
Metal Gear Solid Pack only.
-------------------------------------------------------------------------------
Connectors
-------------------------------------------------------------------------------
*Section Note:
The listed wire connection support is based of the assumption that the
connecting wire is not "inverted" (except for Speed). If they are, the
intended functionality may be inverted, but some discussion will take place
in terms of specific switches on those effects at a later time. For most
instances, however, the functionality of the connectors will remain the
same and just invert the logic of what "On" and "Off" would be in terms of
the trigger switch.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: Bolt | (DC.01) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
Wires are not connectable.
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Tightness | Select flexibility tightness of the connected objects. |
o-----------------o-----------------------------------------------------------o
C) Description
Bolts are used to fasten objects on different planes, without the use
of glue. However, this in itself is quite pointless. The actual intend-
ed use is in the Tightness attribute, which allows the objects to still
rotate about each other based on other factors in the level. A good
example of using them this way, is to think of them as a "joint", or
"elbow". However, they need to be forced to be acted upon, based on
other factors affecting just the objects being connected. If you need
the bolt to have a function of it's own, refer to the other bolts in
this section.
D) Destruction
If the object that the bolt is primarily housed on (the front object)
is destroyed, the bolt too will be destroyed.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: Sprung Bolt | (DC.02) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
Wires are not connectable.
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Angle | Determines the angle that the attached object will |
| | naturally point. |
|-----------------+-----------------------------------------------------------|
| Tightness | Determines how easily the object that is connected can be |
| | rotated in regards to the bolt. The higher the number, |
| | harder it is to turn.
o-----------------o-----------------------------------------------------------o
C) Description
Sprung Bolts have probably the most unique, and specific, "application"
of any other connector. Finding a use for this connector is almost a
feat in itself, and most times will never be the solution to a problem
that you have tried other solutions for. In any case, if you want an
object that rotates along another object, and will reset to its orig-
inal start point, use a Sprung Bolt.
D) Destruction
If the object that the bolt is primarily housed on (the front object)
is destroyed, the bolt too will be destroyed.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: Motor Bolt | (DC.03) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
o-------------o-------o--------o----------------------------------------------o
| Switch Mode | Type | Status | Effect |
o-------------o-------o--------o----------------------------------------------o
| On/Off | Any | On | Motor Bolt spins in the specified direction |
| | | | in the tweak menu options. |
| | |--------+----------------------------------------------|
| | | Off | Motor Bolt does not spin. |
|-------------+-------+--------+----------------------------------------------|
| Directional | 3-Way | Middle | Motor Bolt does not spin. |
| | |--------+----------------------------------------------|
| | | Pulled | Motor Bolt will spin in relation to which |
| | | | direction that the 3-way switch is pulled. |
| |-------+--------+----------------------------------------------|
| | Other | On | Motor Bolt spins in the same direction |
| | | | specified in the tweak menu options. |
| | |--------+----------------------------------------------|
| | | Off | Motor Bolt spins in the opposite direction |
| | | | specified in the tweak menu options. |
|-------------+-------+--------+----------------------------------------------|
| Speed | 3-Way | Middle | Motor Bolt does not spin. |
| | |--------+----------------------------------------------|
| | | Pulled | Motor Bolt will spin in relation to which |
| | | | direction that the 3-way switch is pulled, |
| | | | and will increase in speed as you get farther|
| | | | away from the center. |
| |-------+--------+----------------------------------------------|
| | Other | Normal | As the triggering object moves closer, the |
| | | | motor bolt will rotate faster. The max speed |
| | | | (based on the speed setting) is reached when |
| | | | the object is centered in the Switch's range.|
| | |--------+----------------------------------------------|
| | | Invert | As the triggering object moves away, the |
| | | | motor bolt will rotate faster. The max speed |
| | | | (based on the time setting) is reached when |
| | | | the object is outside of the Switch's range. |
o-------------o-------o--------o----------------------------------------------o
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Tightness | Specifies how tightly the spinning object is held in |
| | place. If the number is low, the object may hang along |
| | the rotation. |
|-----------------+-----------------------------------------------------------|
| Speed | Specifies speed Motor Bolt spins. |
|-----------------+-----------------------------------------------------------|
| Direction | Specifies direction Motor Bolt spins. |
o-----------------o-----------------------------------------------------------o
C) Description
Motor Bolts are commonly used for gears, wheels, or any object that
needs to continously rotate without a "stopping point". If you need
rotating functionality, but the Bolt needs to stop spinning at some
location, please review Wobble Bolts.
D) Destruction
If the object that the bolt is primarily housed on (the front object)
is destroyed, the bolt too will be destroyed.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: Wobble Bolt | (DC.04) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
o-------------o-------o--------o----------------------------------------------o
| Switch Mode | Type | Status | Effect |
o-------------o-------o--------o----------------------------------------------o
| On/Off | Any | On | Wobble Bolt will rotate as normal. |
| | |--------+----------------------------------------------|
| | | Off | Wobble Bolt remains still. |
|-------------+-------+--------+----------------------------------------------|
| One-Shot | Any | On | Flipper Motion "Clockwise" - |
| | | | Wobble Bolt rotates Clockwise very quickly, |
| | | | and then returns to its resting point. This |
| | | | cannot be triggered again until the wobble |
| | | | bolt is at rest. |
| | | |----------------------------------------------|
| | | | Flipper Motion "Anti-Clockwise" - |
| | | | Wobble Bolt rotates Counter-Clockwise very |
| | | | quickly, and then returns to its resting |
| | | | point. This cannot be triggered again until |
| | | | the wobble bolt is at rest. |
|-------------+-------+--------+----------------------------------------------|
| Directional | 3-Way | Middle | Wobble Bolt remains still. |
| | |--------+----------------------------------------------|
| | | Pulled | Wobble Bolt will rotate dependent on which |
| | | | direction the switch is pulled, and rest if |
| | | | it hits one of it's resting points. |
| |-------+--------+----------------------------------------------|
| | Other | On | Wobble Bolt rotates to one point of its rot- |
| | | | ation, and rests there. |
| | |--------+----------------------------------------------|
| | | Off | Wobble Bolt rotates to the other point of |
| | | | its rotation, and rests there. |
|-------------+-------+--------+----------------------------------------------|
| Speed | Any | Normal | As the triggering object moves closer, the |
| | | | wobble bolt will rotate faster. The max |
| | | | speed (based on the time setting) is reached |
| | | | when the object is centered in the Switch's |
| | | | range. |
| | |--------+----------------------------------------------|
| | | Invert | As the triggering object moves away, the |
| | | | wobble bolt will rotate faster. The max |
| | | | speed (based on the time setting) is reached |
| | | | when the object is outside of the Switch's |
| | | | range. |
o-------------o-------o--------o----------------------------------------------o
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Rotation | Set the total amount the wobble bolt can rotate. |
|-----------------+-----------------------------------------------------------|
| Angle | Set the default angle the wobble bolt will rotate around. |
|-----------------+-----------------------------------------------------------|
| Tightness | Determine how tightly the object being held shall rotate |
| | by. Lowering this will make the object hang loosely. |
|-----------------+-----------------------------------------------------------|
| Time | Determines the time it takes to wobble between its two |
| | set destination points. |
|-----------------+-----------------------------------------------------------|
| Pause | When not connected to a switch set for "Directional" or |
| | "One-Shot", this determines how long the wobble bolt will |
| | rest each time it reaches a destination point. Be careful |
| | when setting this to zero, as it may cause the bolt to |
| | possibly fail at functioning. |
|-----------------+-----------------------------------------------------------|
| Sync | When not attached to a switch, this sets a delay on when |
| | to preform its actions in relation to global timing. |
|-----------------+-----------------------------------------------------------|
| Flipper Motion | "None" |
| | The time it takes a wobble bolt to rotate between one of |
| | its points is exactly half of the time attribute. |
| |-----------------------------------------------------------|
| | "Clockwise" |
| | The wobble bolt rotates clockwise in an instant, and then |
| | takes the full amount of the time attribute to return to |
| | its original location. This has a high chance at breaking |
| | the connected objects, so be careful. |
| |-----------------------------------------------------------|
| | "Anti-Clockwise" |
| | The wobble bolt rotates counter-clockwise in an instant, |
| | and then takes the full amount of the time attribute to |
| | return to its original location. This has a high chance |
| | at breaking the connected objects, so be careful. |
|-----------------+-----------------------------------------------------------|
| Backwards | Changes the direction that the wobble bolt rotates along. |
o-----------------o-----------------------------------------------------------o
C) Description
Wobble Bolts are great instruments for having two preset locations an
attached object may rotate about, instead of something like stoppers
for a motor bolt. The only difficulty incurred in using a wobble bolt
is its angle field in the tweak menu, which can be confusing to manip-
ulate.
D) Destruction
If the object that the bolt is primarily housed on (the front object)
is destroyed, the bolt too will be destroyed.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: String | (DC.05) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
Wires are not connectable.
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Length | Sets the length of the string. |
o-----------------o-----------------------------------------------------------o
C) Description
String is primarily used for connecting 2 objects together while giving
no rigidness and resistance to action being taken on between the two
objects, unless they are being pulled apart. Most common usage being,
hanging objects that can be swung on.
D) Destruction
If either side of an object that a string is connected to is destroyed,
the string will break with it. This behavior is not adhered to if one
of the connecting sides is a map boundary.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: Elastic | (DC.06) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
Wires are not connectable.
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Length | Sets the length of the elastic. |
|-----------------+-----------------------------------------------------------|
| Strength | Determines elasticity. The lower the number, the farther |
| | it can stretch, and the higher the number, the less it |
| | will stretch. |
o-----------------o-----------------------------------------------------------o
C) Description
Elastic, similiar to string, is used in much the same matter. The
difference between them being, that elastic can be stretched and
contracted based on forces applied to it. If you want a bouncy string,
try some elastic.
D) Destruction
If either side of an object that elastic is connected to is destroyed,
the elastic will break with it. This behavior is not adhered to if one
of the connecting sides is a map boundary.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: Spring | (DC.07) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
Wires are not connectable.
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Length | Sets the length of the spring. |
|-----------------+-----------------------------------------------------------|
| Strength | Determines the strength of the coil. The higher this is |
| | set, the harder the spring is to compact. |
|-----------------+-----------------------------------------------------------|
| Is it Stiff? | Determines if the spring will stay straight, or allow the |
| | the 2 points it connects to move seperate from each other.|
o-----------------o-----------------------------------------------------------o
C) Description
Want the properties of elastic but the stiffness of a rod? That's just
one use of springs. Springs make good for bouncy platforms that stay
straight, as well as not falling limp when it is compacted. Because
this connector is so unique, its uses are also unique and is usually
overlooked.
D) Destruction
If either side of an object that sping is connected to is destroyed,
the spring will break with it. This behavior is not adhered to if one
of the connecting sides is a map boundary.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: Rod | (DC.08) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
Wires are not connectable.
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Length | Sets the length of the rod. |
|-----------------+-----------------------------------------------------------|
| Is it stiff? | Determines if the rod will stay straight, or if it will |
| | allow the 2 connecting points to move seperate from one |
| | another. |
o-----------------o-----------------------------------------------------------o
C) Description
Rods make good thin bindings to hold objects up. They are similiar to
strings, except that they do not fall limp and allow the 2 joined
points to get any closer than the length of the rod. Their stiffness
setting allows the rod to maintain a consistent shape and angle, which
is generally recommended to use when the rod is for holding objects in
place.
D) Destruction
If either side of an object that a rod is connected to is destroyed,
the rod can break with it. This is handy for making traps. Note that
this will not work if one side is connected to one of the level
boundaries.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: Winch | (DC.09) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
o-------------o-------o--------o----------------------------------------------o
| Switch Mode | Type | Status | Effect |
o-------------o-------o--------o----------------------------------------------o
| On/Off | Any | On | Winch expands/contracts as normal. |
| | |--------+----------------------------------------------|
| | | Off | Winch remains still. |
|-------------+-------+--------+----------------------------------------------|
| One-Shot | Any | On | Flipper "In" - |
| | | | Winch quickly contracts, then slowly expands |
| | | | again until it's fully expanded. Cannot |
| | | | trigger this action again until it is |
| | | | resting. |
| | | |----------------------------------------------|
| | | | Flipper "Out" - |
| | | | Winch quickly expands, then slowly contracts |
| | | | again until it is fully contracted. Cannot |
| | | | trigger this action again until it is |
| | | | resting. |
|-------------+-------+--------+----------------------------------------------|
| Directional | 3-Way | Middle | Winch remains still. |
| | |--------+----------------------------------------------|
| | | Pulled | Winch will expand or contract based on which |
| | | | direction the switch is pulled. |
| |-------+--------+----------------------------------------------|
| | Other | On | Winch fully expands. |
| | |--------+----------------------------------------------|
| | | Off | Winch fully contracts. |
|-------------+-------+--------+----------------------------------------------|
| Speed | Any | Normal | As the triggering object moves closer, the |
| | | | winch will increase the speed at which it |
| | | | expands / contracts. The max speed (based on |
| | | | the time setting) is reached when the object |
| | | | is centered in the Switch's range. |
| | |--------+----------------------------------------------|
| | | Invert | As the trigger object moves father away, the |
| | | | winch will increase the speed at which it |
| | | | expands / contracts. The max speed (based on |
| | | | is reached when the object is no longer in |
| | | | the Switch's range. |
o-------------o-------o--------o----------------------------------------------o
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Maximum Length | Sets the farthest this winch will expand. |
|-----------------+-----------------------------------------------------------|
| Minimum Length | Sets the farthest this winch will contract. |
|-----------------+-----------------------------------------------------------|
| Strength | This determines how forcibly the winch pull this object. |
| | Should the possibility of the object colliding with other |
| | lowering the strength may prevent the winch from accid- |
| | entally breaking. |
|-----------------+-----------------------------------------------------------|
| Time | Determines the amount of time it takes for a winch to |
| | expand or contract. The lower the number, the faster the |
| | winch goes. |
|-----------------+-----------------------------------------------------------|
| Pause | When not attached to a "Directional" or "One-Shot" switch,|
| | this determines how long a winch will wait once it is |
| | fully expanded and fully contracted, before moving again. |
|-----------------+-----------------------------------------------------------|
| Sync | When not attached to any type of switch, this determines |
| | at what time the winch will expand/contract. |
|-----------------+-----------------------------------------------------------|
| Flipper Motion | "None" |
| | The time it takes a winch to both expand or contract is |
| | exactly half of the time attribute. This is the default |
| | setting, and allows for "On/Off", "Directional", and |
| | "Speed" wire support. |
| |-----------------------------------------------------------|
| | "In" |
| | The winch will contract in an instant, and will take the |
| | entire period of the time attribute to expand. This |
| | setting allows for "On/Off" and "One-Shot" wire support. |
| |-----------------------------------------------------------|
| | "Out" |
| | The winch will expand in an instant, and will take the |
| | entire period of the time attribute to contract. This |
| | setting allows for "On/Off" and "One-Shot" wire support. |
o-----------------o-----------------------------------------------------------o
C) Description
Winches are basically the combination of a piston and a string. They
are most commonly used in platforming elements where a piece of sponge
needs to be raised / lowered. Their flipper motion is also very unpred-
ictable, so beware prior to using it.
D) Destruction
If either side of an object that a winch is connected to is destroyed,
the winch will break with it. This is handy for making traps.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
Connectors: Piston | (DC.10) |
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-:---------:
A) Wire Support
o-------------o-------o--------o----------------------------------------------o
| Switch Mode | Type | Status | Effect |
o-------------o-------o--------o----------------------------------------------o
| On/Off | Any | On | Piston expands/contracts as normal. |
| | |--------+----------------------------------------------|
| | | Off | Piston remains still. |
|-------------+-------+--------+----------------------------------------------|
| One-Shot | Any | On | Flipper Motion "In" - |
| | | | Piston quickly contracts, then slowly exp- |
| | | | ands again until it is fully expanded. This |
| | | | cannot be triggered again until it is at a |
| | | | complete stop. |
| | | |----------------------------------------------|
| | | | Flipper Motion "Out" - |
| | | | Piston quickly expands, then slowly con- |
| | | | tracts again until it is fully contracted. |
| | | | Cannot trigger this again until it is at a |
| | | | complete stop. |
|-------------+-------+--------+----------------------------------------------|
| Directional | 3-Way | Middle | Piston remains still. |
| | |--------+----------------------------------------------|
| | | Pulled | Piston will expand/contract dependent on |
| | | | which direction the 3-way switch is pulled. |
| |-------+--------+----------------------------------------------|
| | Other | On | Piston fully expands. |
| | |--------+----------------------------------------------|
| | | Off | Piston fully contracts. |
|-------------+-------+--------+----------------------------------------------|
| Speed | Any | Normal | As the triggering object moves closer, the |
| | | | piston will increase the speed at which it |
| | | | expands / contracts. The max speed (based on |
| | | | the time setting) is reached when the object |
| | | | is centered in the Switch's range. |
| | |--------+----------------------------------------------|
| | | Invert | As the trigger object moves father away, the |
| | | | piston will increase the speed at which it |
| | | | expands / contracts. The max speed (based on |
| | | | is reached when the object is no longer in |
| | | | the Switch's range. |
o-------------o-------o--------o----------------------------------------------o
B) Tweak Menu Options
o-----------------o-----------------------------------------------------------o
| Option | Effect |
o-----------------o-----------------------------------------------------------o
| Maximum Length | Sets the farthest this piston will expand. |
|-----------------+-----------------------------------------------------------|
| Minimum Length | Sets the farthest this piston will contract. |
|-----------------+-----------------------------------------------------------|
| Strength | This determines how forcibly the piston will push this |
| | object. Should the possibility of the object colliding |
| | with other objects is present, lowering the strength may |
| | prevent the piston from accidentally breaking. |
|-----------------+-----------------------------------------------------------|
| Time | Determines the amount of time it takes for a piston to |
| | expand or contract. The lower the number, the faster the |
| | piston goes. |
|-----------------+-----------------------------------------------------------|
| Pause | When not attached to a "Directional" or "One-Shot" switch,|
| | this determines how long a piston will wait once it is |
| | fully extended and fully contracted, before moving again. |
|-----------------+-----------------------------------------------------------|
| Sync | When not attached to any type of switch, this determines |
| | at what time the piston will extend/contract. |
|-----------------+-----------------------------------------------------------|
| Is it Stiff? | Determines if the piston will push the object straight, |
| | or if it will let the object being pushed drag or hang. |
| | Adviseable to use "stiff" most of the time. |
|-----------------+-----------------------------------------------------------|
| Flipper Motion | "None" |
| | The time it takes a piston to expand/contract is exactly |
| | half of the time attribute. This is the default setting, |
| | and allows for "On/Off", "Directional", and "Speed" type |
| | wire support. |
| |-----------------------------------------------------------|
| | "In" |
| | The piston will contract in an instant, and will take the |
| | entire period of the time attribute to expand. This |
| | setting allows for "On/Off" and "One-Shot" wire support. |
| |-----------------------------------------------------------|
| | "Out" |
| | The piston will expand in an instant, and will take the |
| | entire period of the time attribute to contract. This |
| | setting allows for "On/Off" and "One-Shot" wire support. |
|-----------------+-----------------------------------------------------------|
| Backwards | Reverses the logic on a piston of what "In" and "Out" |
| | would be. When this is specified on a Piston hooked up to |
| | a "Directional" switch, it will flip the direction that |
| | the piston expands and contracts. Good for quick-fixes |
| | without having to replace the piston. |
o-----------------o-----------------------------------------------------------o
C) Description
Pistons are easily among the most commonly used connector in the game.
When used correctly, they are highly accurate, capable of high speeds,
and can even be used as timers. They are used highly in Logic Gates,
Elevators, or anything that needs a preset movement path.
D) Destruction
If either side of an object that a piston is connected to is destroyed,
the piston will break with it. This is handy for making traps.
------\========================================================================
[V] \ Revision History
--------\======================================================================
GameFAQs will always have the latest version of this document.
FAQ Started on 01/28/09
Version 0.60 (02/12/09)
- Initial release to GameFAQs.
------\========================================================================
[VI] \ Thanks/Acknowledgements
--------\======================================================================
- Guide Sources
o- Xiamut, for which a great deal of the FAQ layout came from.
\__ http://www.gamefaqs.com/features/recognition/47351.html
- Little Big Planet message board users for providing information/feedback:
o- LightJak07 o- mmredreaper o- sehven o- GrantosUK
o- ratchet freak o- oldboyhammer o- Taffey o- Zeppster497
- My girlie, how the hell has she been able to stand me these 2 years? :3
- Media Molecule, for the digital playground, even if they can't fix bugs. :p
------\========================================================================
[VII] \ Contact Information
--------\======================================================================
If you wish to contact me you can do so via e-mail at:
- AIM: Sickly Tainted
- Email: dimgradation@gmail.com
- GameFAQS Message Boards: Boldrin
- PSN ID: DimGradation
If you have anything to add to the FAQ please send it to me, of course proper
credit will be given for all submissions. If you do have something to contri-
bute please provide me with either your GameFAQs, PSN ID, or your real name
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If you have any questions/comments/suggestions/corrections and you choose to
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way I won't mistake it for spam and delete it. Feedback of any kind is appre-
ciated, just please keep any criticism constructive. Please read the FAQ
section before asking me a question!
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
- Frequently Asked Questions -
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Q: Why is there no FAQs?
A: Nobody has asked me anything yet since the initial posting of this FAQ.
------\========================================================================
[VIII] \ Copyright Information
--------\======================================================================
This document may not be reproduced under any circumstances except for per-
sonal, private use. It may not be placed on any web site or otherwise distri-
buted publicly without advance written permission from me. Use of this guide
on any other web site or as a part of any public display is strictly prohib-
ited, and a violation of copyright. Plagiarism is bad, very bad. Don't take
credit for someone else's hard work, give credit where credit is due.
All names, places, items and everything else contained in the videogame
Monster Hunter are the sole property of Media Molecule.
List of sites with permission to host or link to this FAQ:
- http://www.gamefaqs.com and all of its affiliates.
- http://www.neoseeker.com/
General FAQ layout credited to Xiamut. His FAQs located here:
- http://www.gamefaqs.com/features/recognition/47351.html
Copyright 2009